Top Skills

Design
Technical

Cross-Discipline Leadership

Communicating design vision across art, engineering and production, including coordination of local and international outsourcing teams.

Technical Design

Prototyping through to feature ownership across the full design-to-release pipeline — including DLC, maps, balancing passes, and live service content.

Player Research & Feedback

Coordinating playtesting and community feedback loops, and feeding the results back into data-informed iteration.

Unreal Engine 5

Blueprint visual scripting, the Gameplay Ability System, custom tooling and profiling across full production cycles.

Jan 2025 — Present

Gameplay Designer

World Makers

World Makers, Cambridge

  • Project lead on multiple DLCs, maps, game features, balancing passes and season pass content, including work on Deceit 2.
  • Working on MVX: London, an original massive-scale PvE shooter currently in development. I was involved in designing the macro gameplay loop mission system, the creature spawning system, creature design, and designed and implemented individual missions.
  • Led and communicated creative and design vision across all disciplines — art, engineering and production — coordinating both local and international outsourcing teams while contributing hands-on to implementation.
  • Ensured designs stayed within technical and time requirements for the team while still introducing and delivering unique game experiences to the playerbase.
  • Conducted genre research for a new unannounced project, identifying and proposing suitable micro and macro gameplay loops to inform the design direction.
  • Presented updates to players in both live and scripted formats.
Unreal Engine 5 Live Service Cross-Discipline Leadership
Working at World Makers, reviewing a build in Unreal Engine with a teammate
At World Makers, Cambridge

Oct 2022 — Jan 2025

Graduate Gameplay Programmer

World Makers, Cambridge

  • Programmed primarily in visual scripting across all areas of gameplay, including architecture, networking, tooling, profiling and Unreal Engine specific plugins like the Gameplay Ability System.
  • Took designer-authored features from prototype to polished release across multiple releases.
  • Coordinated and curated feedback directly from long-time players and playtesters to inform future design decisions.
  • Implemented level blockouts across multiple disciplines using Unreal Engine tools to guide and align creative teams.
Blueprint Gameplay Ability System Tooling

Jun 2019 — Oct 2020

Founder & Artist

Astral Dawn Studios

Astral Dawn Studios, Windsor

  • Self-directed development in Unity with two other founders. Developed a demo with a public release.
  • Created multiple devlogs for marketing and discussing design decisions, plus tutorials on animating in Unity.
Unity Indie Dev Art Direction
See related project work →
Dodo walking animation — Maria from Dodo Alone by Astral Dawn Studios
Pixel animation from Dodo Alone — Astral Dawn Studios